-- card: 59861 from stack: in -- bmap block id: 0 -- flags: 0000 -- background id: 4507 -- name: -- part 3 (button) -- low flags: 00 -- high flags: 0000 -- rect: left=300 top=178 right=196 bottom=319 -- title width / last selected line: 0 -- icon id / first selected line: 0 / 0 -- text alignment: 1 -- font id: 0 -- text size: 12 -- style flags: 0 -- line height: 16 -- part name: ----- HyperTalk script ----- on mouseUp if visible of card field 1 then hide card field 1 else show card field 1 end mouseUp -- part 4 (field) -- low flags: 81 -- high flags: 2004 -- rect: left=276 top=65 right=170 bottom=452 -- title width / last selected line: 0 -- icon id / first selected line: 0 / 0 -- text alignment: 0 -- font id: 2 -- text size: 12 -- style flags: 0 -- line height: 16 -- part name: ----- HyperTalk script ----- on mouseUp hide card field 1 end mouseUp -- part 5 (button) -- low flags: 00 -- high flags: 8004 -- rect: left=332 top=235 right=257 bottom=399 -- title width / last selected line: 0 -- icon id / first selected line: 0 / 0 -- text alignment: 1 -- font id: 0 -- text size: 12 -- style flags: 0 -- line height: 16 -- part name: Example ----- HyperTalk script ----- on mouseUp --An example of an IF THEN ELSE control structure If the shiftKey is down then Play "boing" put empty else Play "boing" c5 c put "the shift key is up" end if edit script of card button "example" --so you can see the script end mouseUp -- part contents for background part 1 ----- text ----- Once HyperCard finds a handler for the message sent and begins performing the commands in a script, those commands are carried out sequentially from first to last. You can modify the order or pass control using five control structures: If, Repeat, Exit, Send, and Pass. If then else end if -- part contents for background part 2 ----- text ----- Other control structures -- part contents for background part 44 ----- text ----- if...then else end if -- part contents for background part 43 ----- text ----- 267,189 -- part contents for card part 4 ----- text ----- An expression is a piece of HyperTalk that has a value. In this example, the result of the expression must be either true or false.